Search found 500 matches
- Sat Nov 16, 2024 4:21 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 418
- Views: 215662
Re: 3 and 4 way intersections
maybe we should also show the score in everything test besides it? I think, no :). If trains use U-turns frequently, it means there is something wrong with a railway. U-turns should be a rare exception, this is why I didn't try to make them fast. Of course, there should not be any deadlocks anyway....
- Mon Nov 11, 2024 11:18 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 418
- Views: 215662
Re: 3 and 4 way intersections
Yes, I can rename. Both the intersection you posted deadlock. For intersections with U-turns, they should be tested with the Everything test. Actually so does the first one you posted, so I'll take them off the site untill they don't deadlock. I fixed my intersections. I updated images and blueprin...
- Mon Nov 11, 2024 1:18 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 418
- Views: 215662
Re: 3 and 4 way intersections
Thank you, I found it. That button is almost invisible to me . Please consider making a large dedicated button on the Control Panel.Factoriointersection wrote: βMon Nov 11, 2024 1:12 pmI show it in this video.
https://www.reddit.com/r/factorio/comme ... testbench/
- Mon Nov 11, 2024 1:09 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 418
- Views: 215662
Re: 3 and 4 way intersections
I still don't get, where are these settings, which mod? Is there some url explaining these particular settings?Factoriointersection wrote: βMon Nov 11, 2024 12:10 pm In settings you can choose between "Testbench forum test" or "Everything test".
- Mon Nov 11, 2024 10:16 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 418
- Views: 215662
Re: 3 and 4 way intersections
What is Everything test?Factoriointersection wrote: βMon Nov 11, 2024 7:26 amFor intersections with U-turns, they should be tested with the Everything test.
- Sun Nov 10, 2024 11:29 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 418
- Views: 215662
Re: 3 and 4 way intersections
I mostly use "T" intersections, I made these compact and symmetrical. Like all my real-game intersections, they support U-turns. For the scoring, I run Testbench Forum Test that does not include U turns as they are not optimized and should be used rarely, though intersections were also tes...
- Wed Nov 06, 2024 2:31 pm
- Forum: Balancing
- Topic: Increase spoilage timer
- Replies: 11
- Views: 663
Re: Increase spoilage timer
Of course, we expect some discussion here.
Or, this topic may be just N+1 voice saying "Gleba is too hard". There already are many discussions about that. I'd just like to ask more one question: are most players as skilled as those who say "Actually Gleba is good"?
- Wed Nov 06, 2024 2:11 pm
- Forum: Balancing
- Topic: Increase spoilage timer
- Replies: 11
- Views: 663
Re: Increase spoilage timer
While you are correct in saying that people may be unaware of the setting, posting a topic in "Balancing" doesn't mean "too hard for me", it means "may be too hard for most players." This implies correcting the default setting, not just the ability to set individual se...
- Wed Nov 06, 2024 1:08 pm
- Forum: Balancing
- Topic: Increase spoilage timer
- Replies: 11
- Views: 663
- Tue Nov 05, 2024 2:49 pm
- Forum: Not a bug
- Topic: [2.0.13] Bitter attacking rocks
- Replies: 4
- Views: 232
Re: [2.0.13] Bitter attacking rocks
It seems the devs stop responding once topic has been moved to "not a bug"
- Mon Nov 04, 2024 10:48 pm
- Forum: Not a bug
- Topic: [2.0.13] Bitter attacking rocks
- Replies: 4
- Views: 232
Re: [2.0.13] Bitter attacking rocks
Thanks for the report however that is working as intended. They will attack anything that is not their own that's in the way. In this case the rock got in the way so they will remove it. Got the same issue. Shouldn't they switch to a character if passing nearby? I got a busy biter that completely i...
- Mon Nov 04, 2024 7:47 pm
- Forum: Ideas and Suggestions
- Topic: Add more decimal places in assembler tooltip
- Replies: 8
- Views: 393
Re: Add more decimal places in assembler tooltip
Exact numbers (per second and per minute) can be showed elsewhere, say, by pressing a button here:xargo-sama wrote: βTue Oct 22, 2024 3:16 pm I will be upfront about this, unless someone shows me a compelling way to fit more digits in there without bleeding out of the icon space
- Sun Nov 03, 2024 4:44 pm
- Forum: Railway Setups
- Topic: 2.0 Intersection Compendium
- Replies: 57
- Views: 25674
Re: 2.0 Intersection Compendium
There are mods for that: RailTester and TestbenchcontrolsMaelstromeous wrote: βSun Nov 03, 2024 1:50 pm Slightly off topic but how are you guys getting the stats for your intersection throughputs like in the image here?
- Thu Oct 31, 2024 10:52 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 418
- Views: 215662
Re: 3 and 4 way intersections
I designed an intersection that allows U-turns without a roundabout. I need the U-turns for a character train that runs here and there. For the scoring, I run Testbench Forum Test that does not include U turns as they are not optimized and should be used rarely, though intersection was also tested f...
- Wed Oct 30, 2024 11:02 am
- Forum: Gameplay Help
- Topic: Train Signals: Do I really NEED a chain signal at the entrance of a split?
- Replies: 6
- Views: 599
Re: Train Signals: Do I really NEED a chain signal at the entrance of a split?
In your setup you need a chain signal before the split if you seek for the best performance. The train should wait before the split because it is not known which branch will be free first.
- Thu Oct 24, 2024 1:23 pm
- Forum: Ideas and Suggestions
- Topic: Ghost entities in 2.0 are hard to distinguish
- Replies: 11
- Views: 498
Re: Ghost entities in 2.0 are hard to distinguish
Possible solution: color differences (not all colors) can be expressed stronger in a blueprint. For this, need to calculate average colors for all assemblers (inserters, chests etc), calculate difference with the required assembler type for each pixel. Larger difference -> larger opacity in the blue...
- Mon Oct 21, 2024 9:50 pm
- Forum: Releases
- Topic: Version 2.0.7
- Replies: 28
- Views: 48449
- Mon Oct 21, 2024 9:41 pm
- Forum: Releases
- Topic: Version 2.0.7
- Replies: 28
- Views: 48449
Re: Version 2.0.7
No sandbox anymore??? I need it to create and test my blueprints at various conditions. I don't want to care about resources, nor wait for bots building/destroying the 57th test setup. Not funny.
Maybe there's some console command for god mode?
Maybe there's some console command for god mode?
- Tue Jul 09, 2024 8:45 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 74830
Re: Friday Facts #416 - Fluids 2.0
I can't stop thinking about the fluids. Here's my latest conclusion: we must reject all the principles inherited from the old fluids that are based on open channel flow, which cannot be fixed by design, because we want closed channel flow. This involves different physics. The closed channel flow doe...
- Sat Jul 06, 2024 4:49 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 74830
Re: Friday Facts #416 - Fluids 2.0
If the answer to "What is the pumps fluid transfer compared to its maximum rate?" is anything other than "100%" its wrong, and if it is "some fixed absolute value/(number of all pumps pumping into the segment)" it is nonsense. Serving entire megabase with a single pipe...